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joey2176

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Posts posted by joey2176

  1. i open up my geck,

    load the data files,

    go to the Npc's

    select the race, the gender,

    locate the npc file i want to edit open it up

    then the NPC window opens up.

     

    I can customize the face/hair/race of the NPC from the Mod its just the inventory list part im having trouble with. the whole entire inventory tab stuff,is all disabled.

    the window is gray, and all the options are grayed out/disabled.

     

     

    Sounds like the npc you are trying to edit is using a template. Open the npc box and towards the bottom left side

    you will see a drop down type box with most likely a template selected. Remove this or edit the template directly.

  2. Thanks for the Info and Fast Reply

    i Really Appreciate it :) :thumbsup:

     

     

     

     

    Open up the Geck and select the master files you want to use. After they are done loading, save your file.

    Check to make sure it is located in your data folder (your new save)

    Close the Geck.

     

    open the Geck again, select your file and then select 'make active'.

     

    To add to inventory you need to drag and drop from the object menu ( items/armor/ weapons) to the inventory tab of your NPC. Right click to delete items from the inventory tab. Save changes and load your esp file after all your master files. Activate using FOMM.

     

    Hope this helps.

  3. Hi Everyone, First Post, and a Noob @ GECK, But Quick to learn.

     

    Using the Geck, I'm Trying to change the clothing/Faces/hairstyles/eyes/ etc of the NPC's from the New "My Mansion Mod" Using the clothing/faces/eyes/hairstyles/ from Lings' Mod's and Dimonized Mods. (great mods :) )

     

    First thing i got problems with is the GECK, and ESM files, (cant load multiple esms) i figure this is normal

    but the Ling mod with all the goods in it (hair/clothing/etc) is a ESM,

     

    the next thing i got a problem figuring out is the NPC Inventory part of my geck with npc's from the Mansion Mod.

    I select the NPC, and check their Inventory tab, to view what that particular npc is holding, but the Object ID part of the Inventory Page is All greyed out, without the ability to add anything or take anything out basically its disabled.

     

    Thanks To anyone that can help me out and fill me in on whats up.

     

     

     

     

     

    In order to load more that one ESM, you need to change this setting in the GECKCustom.ini file:

     

    bAllowMultipleMasterLoads=1

     

    This file is located in your Documents/games/Fallout3 (same place where your 'saves' folder is located)

  4. When I’m attaching a script to some weapon (z.b. Gatling Laser or Minigun) the game occasionally starts to freeze on a levelup screen or in some game locations. The music still plays, but everything else is frozen. And it doesn’t matters what the script is attached - even an empty one gives the same result. Removing the script allows to continue playing. Is it a common glitch and is there any way to bypass it?

     

     

    Did you duplicate the weapon you are trying to add a script to or are you trying to change all weapons?

    If you did not duplicate, (change the editor ID and select yes when asked to create 'new form' ) this might be the cause of the freeze.

  5. Hi, I am new to installing mods and have just recently downloaded fallout 3 to my pc yesterday. I found some mods that I like, but it seems that when I load a game some of the people are purple and are just floating heads with no bodies. I did my research and have tried to fix it, and yes I am also using ArchiveInvalidation Invalidated! as well as the FOMM. I am pretty sure the problem is coming from the female body-replacer I have downloaded (DIMONIZED TYPE3) but I have followed the readme and directions perfectly so i can't figure out why... Please help.

     

    I don't know if this will help but this is the load order of my mods in FOMM...

     

    [x] Fallout3.esm

    [x] Anchorage.esm

    [x] ThePitt.esm

    [x] BrokenSteel.esm

    [x] PointLookout.esm

    [x] Zeta.esm

    [x] CALIBR.esm

    [x] FOOK2 - Main.esm

    [x] FOOK2 - [*censored*] World and Neighbourhood Kit.esm

    [x] FOOK2 - [DIK] DLC Improvement Kit.esm

    [x] FOOK2 - Main.esp

    [x] FOOK2 - [DIK] DLC Improvement Kit.esp

    [x] FOOK2 - Mothership Zeta.esp

    [x] FOOK2 - [EVE] Energy Visuals Enhanced.esp

    [x] CubeExperimental (EN).esm

     

     

    Sounds like you have the textures installed incorrectly. Check to make sure they are in the proper folder.

    data/textures/characters/female

  6. Well, nothing seems to work, I don't know if it's a windows update or something, I'm see quite alot of people having this kind of problem not solved yet, and they're recent, but I'm still not sure, I'm heartbroken now :dry:

     

     

     

     

    Download and install FOMM

     

    http://www.fallout3nexus.com/downloads/file.php?id=640

     

    Download and install the GECK & 1.5 update (even if you don't plan on modding)

     

    http://geck.bethsoft.com/index.php/Main_Page

     

    Make sure the files are installed to your Fallout3 folder, one before you data folder.

    Worth a shot.

  7. Mod load order report

    ! Warning: current load order template contains 13 duplicate entries

     

    Fallout3.esm

    PointLookout.esm

    Anchorage.esm

    ThePitt.esm

    BrokenSteel.esm

    Zeta.esm

    CrossModData.esm

    Unofficial Fallout 3 Patch.esm

    LingsFinerThings.esm

    Mart's Mutant Mod.esm

    Project Beauty HD version.esm

    Animy_prostitution.esm

    RTS.esm

    Carring More 2048.esp

    R18BodyPack.esp

    Explosive Entry.esp

    Max Level 99 V2.esp

    SeducingWomen.esm

    SeducingWomen_-_override.esp

    SeducedDLC03.esp

    Unofficial Fallout 3 Patch - Operation Anchorage.esp

    Unofficial Fallout 3 Patch - The Pitt.esp

    Unofficial Fallout 3 Patch - Broken Steel.esp

    Unofficial Fallout 3 Patch - Point Lookout.esp

    Unofficial Fallout 3 Patch - Mothership Zeta.esp

    KillableKidsNormalHealthOptional.esp

    SPARTANVIprettygirls.esp

    eyes_hairpack_en.esp

    LingsFinerThings.esp

    NoSlowdown.esp

    bzArmour.esp

    GalaxyNewsRadio100[M].esp

    Fellout-Full.esp

    Fellout-pipboylight.esp

    APReanimated.esp

    AsharasPresets.esp

    DCInteriors_ComboEdition.esm

    Project Beauty- Broken Steel.esp

    Project Beauty- Point Lookout.esp

    Project Beauty- Point Lookout MMM.esp

    PB MMM HD.esp

    WeaponModKits.esp

    WeaponModKits - OperationAnchorage.esp

    WeaponModKits - ThePitt.esp

    WeaponModKits - BrokenSteel.esp

    WeaponModKits - PointLookout.esp

    WeaponModKits - Zeta.esp

    WMKAA12Shotgun.esp

    Mart's Mutant Mod.esp

    Mart's Mutant Mod - DLC Anchorage.esp

    Mart's Mutant Mod - DLC The Pitt.esp

    Mart's Mutant Mod - DLC Broken Steel.esp

    Mart's Mutant Mod - DLC Point Lookout.esp

    Mart's Mutant Mod - DLC Zeta.esp

    Mart's Mutant Mod - No Floaters.esp

    Mart's Mutant Mod - No Geckos.esp

    Mart's Mutant Mod - No Ghoul Raise.esp

    Mart's Mutant Mod - No Skeleton Decay.esp

    Mart's Mutant Mod - No Wanamingos.esp

    Mart's Mutant Mod - Hunting & Looting.esp

    Mart's Mutant Mod - Natural Selection.esp

    Mart's Mutant Mod - Tougher Traders.esp

    GreenWorld.esp

    LightSaberMod.esp

    RTSpatch_RVW.esp

    RTS - RecycleShortcut.esp

    Feng Shui.esp

    Feng Shui - Keymap Template.esp

    YearlingsGlasses.esp

     

    I also get this message on some mods * This mod does not exist in the current template

     

     

    Would anyone be able spot obvious load order mistakes and/or understand what thos messages mean with the report please?

     

    Thank you

     

     

    CrossModData should load after the Prostitution mod and your ESM Master files need to load before your esp's.

    (Seducing women and DC Interiors need to be moved up the list)

  8. Hey Guys,

     

    So I'm using FOOK 2 and Mart's Mutant Mod, with FWE and Project Beauty HD. Now, when I load Fallout 3 via FOMM it crashes at the "please stand by" loading sceen. I have FOSE and the latest patch (1.7).

     

    When I run FO3 without the FOOK 2 plugins, it works fine, so I know It has to be FOOK that's causing the problems. What can I do?

     

    Here's my load order and current mods I'm using for reference -

     

    [X] Fallout3.esm

    [X] Anchorage.esm

    [X] ThePitt.esm

    [X] BrokenSteel.esm

    [X] PointLookout.esm

    [X] Zeta.esm

    [X] CALIBR.esm

    [X] CRAFT.esm

    [X] Project Beauty HD version.esm

    [X] FO3 Wanderers Edition - Main File.esm

    [X] FOOK2 - Main.esm

    [X] FOOK2 - [*censored*] World And Neighbourhood Kit.esm

    [X] FOOK2 - [DIK] DLC Improvement Kit.esm

    [X] Mart's Mutant Mod.esm

    [X] HairPack.esm

    [X] Destruction.esm

    [X] Tau Ammo.esm

    [X] EnclaveCommander SMv.esm

    [X] UndergroundHideout.esp

    [X] CRAFT - Activation Perk.esp

    [X] DarNifiedUIF3.esp

    [X] FO3 Wanderers Edition - Main File.esp

    [X] FO3 Wanderers Edition - DLC Anchorage.esp

    [X] FO3 Wanderers Edition - DLC Broken Steel.esp

    [X] FO3 Wanderers Edition - DLC The Pitt.esp

    [X] FO3 Wanderers Edition - DLC Point Lookout.esp

    [X] FO3 Wanderers Edition - DLC Mothership Zeta.esp

    [ ] FO3 Wanderers Edition - Optional Worn Weapons.esp

    [ ] FO3 Wanderers Edition - Optional Free Play After MQ.esp

    [ ] FO3 Wanderers Edition - Followers Enhanced.esp

    [X] FO3 Wanderers Edition - Alternate Travel.esp

    [X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

    [X] FO3 Wanderers Edition - Optional Restore Tracers.esp

    [X] FO3 Wanderers Edition - More Gore.esp

    [X] FO3 Wanderers Edition - More Gore Zeta.esp

    [X] FO3 Wanderers Edition - More Gore The Pitt.esp

    [X] FO3 Wanderers Edition - More Gore PointLookout.esp

    [X] FO3 Wanderers Edition - Project Beauty (HD Addition).esp

    [X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced B-S).esp

    [ ] FO3 Wanderers Edition - Project Beauty.esp

    [ ] FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp

    [ ] FO3 Wanderers Edition - UFP Support.esp

    [ ] FO3 Wanderers Edition - Optional VATS Realtime.esp

    [ ] FO3 Wanderers Edition - Optional VATS Halftime.esp

    [ ] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp

    [ ] FWE-PN_BTWA_fix.esp

    [X] Stealthboy Recon Armor - CRAFT.esp

    [ ] Bottle That Water Alternative - Option A.esp

    [X] Nazi Wasteland Invasion.esp

    [X] EnclaveCommander SMv.esp

    [X] hair_add_npc.esp

    [X] AlternateStart.esp

    [X] Destruction - Main.esp

    [X] Destruction - Main - Statics.esp

    [ ] Destruction - DLC.esp

    [X] Destruction - DLC - Statics.esp

    [X] dD-No Screen Blood.esp

    [X] FOOK2 - Main.esp

    [X] FOOK2 - [DIK] DLC Improvement Kit.esp

    [X] FOOK2 - [EVE] Energy Visuals Enhanced.esp

    [X] PB FOOK2 - Main.esp

    [X] PB FOOK2 [DIK].esp

    [X] FOOK2 - Mothership Zeta.esp

    [ ] MyFOOK2 - Black & White Tranquility Lane.esp

    [ ] MyFOOK2 - No Rape Victims.esp

    [X] FOOK2 - [DESTRUCTION] Main.esp

    [X] FOOK2 - [DESTRUCTION] Main - Statics.esp

    [X] FOOK2 - [DESTRUCTION] DIK.esp

    [X] FOOK2 - [DESTRUCTION] Mothership Zeta.esp

    [X] FOOK2 - [DESTRUCTION] DIK - Statics.esp

    [X] FOOK2 - [DESTRUCTION] Mothership Zeta - Statics.esp

    [X] Mart's Mutant Mod.esp

    [X] Mart's Mutant Mod - DLC Anchorage.esp

    [X] Mart's Mutant Mod - DLC Broken Steel.esp

    [X] Mart's Mutant Mod - DLC The Pitt.esp

    [X] Mart's Mutant Mod - DLC Point Lookout.esp

    [X] Mart's Mutant Mod - DLC Zeta.esp

    [X] Mart's Mutant Mod - FWE Master Release.esp

    [X] Mart's Mutant Mod - Project Beauty + FWE.esp

    [X] Mart's Mutant Mod - Project Beauty (HD Addition).esp

    [X] Mart's Mutant Mod - Hunting & Looting.esp

    [X] Mart's Mutant Mod - Increased Spawns.esp

    [X] Mart's Mutant Mod - Natural Selection.esp

    [X] Mart's Mutant Mod - No Wanamingos.esp

    [X] Mart's Mutant Mod - FOOK2.esp

    [X] Mart's Mutant Mod - FOOK2 - DIK.esp

    [X] Project Beauty- Broken Steel.esp

    [X] PB MMM HD.esp

    [X] Project Beauty- Point Lookout MMM.esp

    [X] Raider preset beta.esp

    [X] NightvisionGoggles(Powered).esp

    [X] LucyWestCompanion.esp

    [X] COL Enclave VER2.esp

    [X] Dragonskin Tactical Outfit.esp

    [X] DragonskinBonusPack.esp

    [ ] Destruction - CP - Fellout.esp

    [X] SomePoses.esp

    [X] OasisSafeWater.esp

    [X] WHSpaceMarineArmor.esp

    [X] Original Moira Brown.esp

    [ ] PB MMM.esp

    [X] DUIF3Extras.esp

    [X] CUSTOM RACES.esp

    [X] DIM CUSTOM RACES V2.esp

    [X] DIM TYPE3 conversions.esp

    [X] Nazi killing time.esp

    [X] GreenWorld.esp

    [X] BlackWolf Backpack.esp

    [X] BlackWolf Backpack - Vendor Script Replenish.esp

    [X] BlackWolf Backpack - Blank's Container Patch.esp

    [X] DIM TYPE3clothesRETAIL.esp

    [X] MotorCycleRemake.esp

    [X] MiniNuke Weapons v1.3.esp

    [X] ZL-ACRForFWE.esp

    [X] GalaxyNewsRadio20[M].esp

    [X] TheOutbreak - WMS Combo Pack - C12H.esp

     

    Any Help will be much appreciated! ;D

     

     

     

    Download and install FO3Edit and FO3Edit manual. This program will allow you to find the conflicts between the mods you are using.

     

     

    FO3 Edit

    http://www.fallout3nexus.com/downloads/file.php?id=637

     

    FO3Edit Manual

    http://www.fallout3nexus.com/downloads/file.php?id=8629

  9. I'm experiencing a strange AI problem regarding Moriarty and Gob. They have both lost their regular routines and spend their time standing stock still in the same spot 24/7. They will turn to face other NPCs if talked to. Apart from that, they don't sleep, they don't talk with anyone (except if I initiate a conversation), and they don't move around. If I push them away, they will walk towards the same exact spot they were standing on.

     

    I've tried toggling their AIs on and off, and reseting them by using the kill/resurrect and disable/enable console commands, but nothing seems to work. Every time I enable or resurrect them, the console gives me the message Moriarty/Gob Picked Package Travel (). It seems they now only follow one instruction, which is to move to that one spot and stand there forever and ever. Please, any ideas on how to fix this?

     

     

    Please post your load order so we can see what mods you are using.

  10. It is a good practice to first duplicate the item that you want to modify first. If you change stats on a assault rifle for example without duplicating it, all assault rifles will be changed.

     

    To create your own assault rifle or to duplicate an item, you have to change the editor ID in GECK.

    You will be asked to 'create new form', always select yes and your item will be created and the original will be left untouched.

  11. The GTS Global Travel system ESM should load before GTS Essentials ESM. Make sure you have the BSA and LOD files installed. When activated, there will be a motocycle in Springvale, close to the map marker. This will enable you to use the travel system.
  12. Sorry but I'm not sure and currently at work so I cannot load the GECK to check it out.

    (No internet where I live)

     

     

     

    EDIT:Rossss X you are correct, it is rag doll.

     

    So I had removed Tara from her cell in Fort Constantine (she was not tagged as a REF)

    and when I look at the mod in FO3Edit, it shows the the rag doll thing as being edited. I want to

    know how this is tied into the dead NPC's. When placing a dead NPC into a cell does this get

    created automatically? Does this have anything to do with setting up a custom position for your dead NPC?

     

    Thanks in advance

     

    Joe

  13. Well all the fallout3 models textures and meshes are in Data/Fallout3.esm if i run geck and add Fallout3.esm data i can see all the stuff thats inside (cells,land,items npcs etc) except if i want to create my own item > container using original fallout3 container model i can't locate it becouse its inside of Fallout3.esm plase tell me how to use models which are inside of this file

     

     

     

     

    The default meshes and textures are located in the Fallout3 BSA not the esm. You need to extract them using a program like FOMM, keeping in mind the original file structure. If you extract one file you will have to specify the location to place it into whereas if you extract multiple files the folder path will be created for you.

     

     

    If you want to create your own container, then you must duplicate an existing one in the GECK by changing the editor ID. When asked to 'create new form' always select 'yes'. This will create your container or whatever it is you duplicated and leave the original untouched.

     

     

    Then you would need to save the file to create your own esp.

  14. Well all the fallout3 models textures and meshes are in Data/Fallout3.esm if i run geck and add Fallout3.esm data i can see all the stuff thats inside (cells,land,items npcs etc) except if i want to create my own item > container using original fallout3 container model i can't locate it becouse its inside of Fallout3.esm plase tell me how to use models which are inside of this file

     

    EDIT: double post sorry

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